public void Awake()
        {
            UnitySingleton <AudioOneShotPlayer> .Register(this);

            this.worldspaceAudioSources = new ObjectPool <UTKAudioSource>(() => this.CreateAudioSource <UTKAudioSource>(this.worldspacePrefab, this.ReturnAudioSource), 250, this.ReturnAudioSource);
            this.proximityAudioSources  = new ObjectPool <ProximityBasedAudio>(() => this.CreateAudioSource <ProximityBasedAudio>(this.proximityBasedPrefab, this.ReturnAudioSource), 250, this.ReturnAudioSource);
            this.nonSpatialAudioSources = new ObjectPool <NonSpatialAudioSource>(() => this.CreateAudioSource <NonSpatialAudioSource>(this.nonSpatialPrefab, this.ReturnAudioSource), 250, this.ReturnAudioSource);
        }
Exemple #2
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        public void Awake()
        {
            for (int i = 0; i < this.config.Length; i++)
            {
                this.configs.Add(this.config[i].tag, this.config[i]);
            }

            UnitySingleton <DebrisManager> .Register(this);
        }
Exemple #3
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 public void Awake()
 {
     UnitySingleton <HUD> .Register(this);
 }
Exemple #4
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 public void Awake()
 {
     UnitySingleton <ProximityPlayer> .Register(this);
 }
Exemple #5
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 public void Awake()
 {
     UnitySingleton <FirstPersonEntity> .Register(this);
 }